XtraDeconstruct: Legacy of Magic
by Primal Savage et al.
1. XtraDeconstruct: Legacy of Magic 1.1 Latest News (Changelog)
(18 January 2022) XtraDeconstruct - Legacy of Magic 3.0
1.2 Compatibility Snippet (Extended List)
Compatible w/ LH 3.0, all DLC, Children of Storm 1.8.c, Black Market Bazaar 2.1, Champion Bonanza 1.3...
NOTE: XtraDeconstruct makes Children of Storm compatible w/ LH 3.0 and DLC05 (Leader Pack DLC).
1.3 Features (Extended Description)
Expands LH in a myriad of ways.
1.4 How-to Install (User Guide)
See A_UserGuide.txt
1.5 Endorse XtraDeconstruct (History)
Go to your Nexus Download History to endorse Mods (Thumbs up).
1.6 Download (NexusMods)
Download XtraDeconstruct: Legacy of Magic @ NexusMods (Free).
1.7 More...
CutscenePack fix [Info]
2. Credits & Feedback
(Hellions) ::: (davrovana) ::: (Heavenfall) ::: (Dhuran) ::: (attackdrone) ::: (Vithar133) ::: (Stardock)
Many users gave valuable feedback, this is so they realize that their contribution is appreciated.
3. Bug Reports3.1 General
When you report a bug, please include a saved game and, if possible, a screenshot.
I (often) need to reproduce a bug in order to fix it. Thanks!
3.2 Helpful Sites
You can upload your images to postimage.
You can upload your saved games to Dropbox or similar.
You can upload (copy+paste) your debug.err file to pastebin. This is very rarely needed.
4. Common (Installation) Issues4.1 General
Most common installation issues are covered in the User Guide.
See, specifically:
A1. (XtraDeconstruct) - Full Download Installation Instructions
and
T2. (Others) - Troubleshooting, Known Issues, Knowledge Base, and FAQ
4.2 Specifically
I have reproduced the Installation procedure and some FAQ in this thread, to facilitate the process.
See reply #2, reply #3, reply #5, and reply #2208.
#repost
(3 October 2017) Patch 2.0.p.5, see #2082
(4 July 2017) XtraDeconstruct 2.0.p.3 - Repackaged Edition, see #2003
(15 February 2017) XtraDeconstruct 2.0.p. - BMB Compatibility Edition, see #1930
Compatible w/ LH 2.1, all DLC, Children of Storm 1.8.c, Black Market Bazaar 2.1, Champion Bonanza 1.3...
NOTE: XtraDeconstruct makes Children of Storm compatible w/ LH 2.1 and DLC05 (Leader Pack DLC).
Download page may take up to 20 seconds to load.
Heh. You make it sound so simple
How on Elemental did you figured it out?
I will verify if this works with perlevel tag. If not, I will try to use percentage increase in damage, hoping that archers will get even stronger when their weapons will be upgraded.
*They're rare for a reason...
Mine reason was to add this skill to all default archer units. I have noticed AI builds them but they don't last in combat. Neither they do any damage. Overall my impression is that skills based on states/level are much better, especially if they are combined with static bonus, like flat +5 defense and +0.5 defense per level. Still, thank you for your time and answer. May the gods of modding bless you with many children
Btw, I have tried to create a skill for a Commander class that gives resources. While it seems to be working for unrest and gold, materials, grain, foodpergrain and production permaterial, I can't seem to make it right for crystal/metal. <AbilityBonus InternalName="ExtractionAbility"> <AbilityBonusType>Unit_Level</AbilityBonusType> <AbilityBonusOption InternalName="ExtractionAbility"> <DisplayName>Extraction</DisplayName> <Description>Knowing how to recycle scrap metal allows this unit to supply +1 Metal per Season.</Description> <Icon>Ability_Rage_Icon.png</Icon> <PerkTreePosX>6</PerkTreePosX> <PerkTreePosY>0</PerkTreePosY> <GameModifier> <ModType>Unit</ModType> <Attribute>ProduceResource</Attribute> <Attribute>Metal</Attribute> <Value>1</Value> <Provides>+1 Metal per Season</Provides> </GameModifier> <Type>Army</Type> <Prereq> <Type>AbilityBonusOption</Type> <Target>Unit</Target> <Attribute>ConstructionAbility</Attribute> </Prereq> <AIData AIPersonality="AI_General"> <AIPriority>5</AIPriority> </AIData> </AbilityBonusOption> </AbilityBonus>
It's a direct copy of Merchant skill, just replaced Gold with Metal.
Okay, one final question. Does this increase actually show on unit card when the bow is equipped/removed? Because I was also trying to do this for hero skill and I can't see the change for Lady Irane
I probably spent too much time looking at XML files. I worry about brain injury because of it.
They are more fun, but they're also much harder to balance, especially for stats multiplied by TroopCount, such as ATK values.
XML issue, use <StrVal>Metal</StrVal> or <StrVal>RefinedCrystal</StrVal>
"They're rare for a reason..."
"Non Comparative Conditional" abilities (that's how I call them) were added fairly late in LH life (1.6) and because of that, they're not full-fledged features. Their biggest flaw is they won't show you what they're doing on the stats screen, they will just work (or not if XML error) during combat (where they still won't show on the stats screen). As a result, they haven't been widely adopted by modders. If you want to see the information, you need to use a BattleAutoCastSpell. BattleAutoCastSpell have their own annoyances, but they're fairly flexible, generally more so than Abilities.
I would suggest you download Children of Storm and XtraDeconstruct. Even if you don't want to use them, you will find just about everything you can do in these mods. Just use the search function in Notepad++ app. And just to be clear, there are other mods where you can find good examples, but these two are somewhat big so if something can be done, good chance the subject is covered in either or both.
Finally, don't want to stifle your interest for modding, but it's probably better if I keep discussion in this thread to XtraDeconstruct (and XtraDeconstruct customization/modding). You can always pm me if needed or post your question in LH Modding forum and see if someone answers there.
Well, of few hundreds hours at FE, only half of this was spent actually playing, not play testing. Maybe it's time to take a break.
Heh. Next time I will be paying attention. Thanks.
I get it now
If you want to see the information, you need to use a BattleAutoCastSpell. BattleAutoCastSpell have their own annoyances, but they're fairly flexible, generally more so than Abilities.
I went this way, for an odd reason I will explain below. For now, one last question, is there any way to turn off casting animation for those spells? Like using CasterAnimationType 0/-1 or something?
I will. Once I'm done with fine tuning vanilla, I will probably have a go at these. Only I worry my need for fine tuning will get better of me with all that extra content.
I apologize for hi-jacking your thread. Thank you for all your help, and here is something I found while testing Conditional abilities. I'll leave it for any helpless person that will google for those.
First, PerLevel and Multiplier do work, even both at once, as in regular skills. Tested for ATK and CritMultiplier.
Second, some stats do not change. Initiative doesn't seem to do anything. Oddly, Accuracy is not doing anything except for showing different chance to hit. But regardless if this shows 97% or 3%, unit will hit with the same chance as it had before bonus, in case of Lady Irane it was 60+ something.I think I am giving this game (or actually modding it) way too much time. Maybe it's time to go to sleep for a change. So thanks again and sorry for excessive posting
<IgnoreCastAnim>1</IgnoreCastAnim> should work.
You could just unzip the files in ...\Documents\My Games\LegendaryHeroesXMLexamples\
They wouldn't be loaded with FELH since this isn't the right folder, but you could still search the files with Notepad++
Not to worry, I enjoy helping fellow modders; pm me if needed.
Nothing wrong w/ being passionate w/ something
UPDATE
Beware, there's two different versions depending if you play w/ Children of Storm (CoS) or not.
Patch 2.0.p.5 [Dropbox]
Patch 2.0.p.5 (for CoS users) [Dropbox]
[*] *NEW* Arcane Alacrity Strategic Spell
[*] Added Can Enchant/Can Forge UnitStats to Unit/Equipment Screen
[*] Faith Air/Faith Fire can no longer ride ponies
[*] Fixed Create Wight (Tactical) Spell issue
[*] Fixed some compatibility issues w/ Children of Storm Rivermod Forests
[*] Fixed some typos
[*] Fixed Tluzoo
[*] Removed Enrage DMG/OP DMG UnitStats from Unit/Equipment Screen
Extract in ...\Documents\My Games\LegendaryHeroes\Mods\
You will need to start a New Game for the changes to apply.
You may find this interesting... Brad posted on Steam that there are more FE:LH updates planned. Figured I'd let you know in case it impacts any of your plans with this project.
Here is a link to his post: http://steamcommunity.com/app/496730/discussions/0/1319961868325087126/?ctp=7#c1489987633994704932
Relevant quote: "We have more FE:LH updates planned. There is another SK update in development for this Fall."
Thanks. Hopefully they fix the ZOC.
Also, wanted to explicitly ask those that haven't done so to endorse / thumbs up the mod (if you like it!) on NexusMods. Once logged into your NexusMods account, you can either do so directly from the mod main page (Green endorse button, top right) or from your mod history page (Thumbs up icon). When the mod falls out of the hot files, as is the case right now, it gets downloaded much less. Thanks!
What an odd time to retire the Fallen Enchantress. Appears the Humble Bundle activation issues were more successful than Relias in achieving that goal.
They did the same thing to the original Sorcerer King as well. http://steamcommunity.com/app/241990/discussions/0/1473096694456619288/
Without the coincidental timing, of course
What does this "retiring" mean? That you cant buy it anymore on steam?
Didnt know about Sorcerer King. Looks like a successor for FE. The trailer doesnt look bad but the rewiews are abysmal.
Yeah, just not selling it any longer, nor I would imagine releasing any patches. They are still planning to patch the expansion to that game- Sorcerer King; Rivals
It was more of a sidestep from FE. Same universe, still 4x-ish, but assymtrectical in nature. Anything more should probably be taken out of the Xtra thread, don't want to veer to far off topic!
Speaking of odd things, after 6+ months of issues in this thread w/ the Karma button, it works again.
My first game as Carian now. Never had so many Commanders in a game. Defenitly not a very offensive faction.
Did you know that the unbound familiar cant "go home", and if killed will actually really die?
I also wonder how I should cure all this henchmen injuries. Life Elixir 2 seems not to work at henchmen. And since it may take a loooong time till I migth find a place to build a shaman hut, I couldnt try out this healing ointment. Probably the cheapest solution since Carian should be able to have a lot of guildar rather then mana. Only other alternative I didnt yet tried, migth be the conclave potion from the alchemist building chain.
Carian has alot of nonsens predefined troops. At least 3 have exact the same layout with club and shield and same traits. But nvm, I design them myself and I doubt that AI could handle this faction anyway.
I am not sure if this faction is even playable with alot of cities. Seems like I need a commander in every city for every 2-3 new cities.
Maybe I should build a fortress city with no military buildings on a high food yield and push it up to the obsidian throne.
Hey chumbaba,
Champion events spawn random champion classes no matter the faction, so you need to blame the random number generator (rnjesus)!
You can always use Steal Spirit + Reincarnation spells to respawn your champions as level 1 champions w/o any specializations.
Or the Shaman Totem spells to respawn them as beast henchmen if you prefer to have your very own beast henchman army.
There is only one type of injuries, so they can all be cured the same way, be it spells or potions. It should work w/ henchmen.
Regarding Call Outcast Hero unit injuries, specifically, they're not acquired injuries, they're innate injuries. When a unit spawns w/ an injury, said injury can be considered a weakness and isn't curable; which is what I mean by "Curable if acquired" shown when hovering over the red icon. In other words those outcast heroes have been specifically rejected (hence, outcasts) because they had weaknesses (incurable injuries).
Beyond that, a quick look at the spell XML seems to indicate there is a 1 in 13 chance to spawn a non working unit. I will have a deeper look next weekend and see if that's the one causing problems since it should be named Unbound Familiar. If you get a chance to summon another outcast hero, let me know if that 2nd one has the same issues (can't cast go home / will die).
If you let me know their names, I will check them out and remove two of them if they're redundant.
Carian faction isn't available for AI, so unless you specifically design a custom faction w/ the faction strength Republic, you will never see an AI playing w/ the Republic mod.
Republic mod is designed for tall empires, not wide ones.
No, you got me wrong. I wasnt complaining about what heroes I get. As Carian I would take almost always a commander to lower the unrest.
Good to know that outcast heroes have this malus.
Will take a look about the redundant troops if I play next time.
For those who haven't seen it, NexusMods redesign is live, have a look... NEW Layout vs OLD Layout
Kinda preferred the compactness of the old layout, but the new one is aesthetically pleasing I suppose.
That is nice, like the wider look. Better color/font selection as well, but I think that is secondary to the wider look.
Going to take some time to "get my bearings" and by that I suppose I mean there's a bit of an information overload (e.g. Download Page needs much more scrolling now). But I do like information overload, it's just the brain needs some training w/ new layout. I wonder if this will negatively affect casual users? At any rate, definitely a more modern Website.
It has been a long time since I last played FE. But now I see that both my favorite mod did get an update and also got news that FE will get official updates soon. It is a good start for the day .
Well I'm not sure where to post this. I'm using this mod with Black market bazaar, champion bonanza, children of storm and monument xp bonus. Started my first game as Denizens faction with Lord VI's army and all my hp bonuses like Monstrous +8 hp per level and Endurance 1, 2 etc are all showing up twice so I'm getting double hp for each one. 16 hp a level for monstrous. End 1 * 2 , End 2 * 2. etc. I'm only level 6 and have 178 hp already It's not just this hero either. I got Bacco the Beggar and gave him endurance 1 and it's showing up twice too so getting 20 hp for it on him as well.
This is a bug right? This is my first game with these mods. Anyone else having this issue or know how to fix it?
Edit: Ok, found the problem . Was my fault. I skipped step 2 of install instructions.
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